World Boss list

Started by KKND, January 18, 2012, 09:00:31 AM

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KKND

BOSS: SD-0
LEVEL: 18
LOCATION: Coruscant (Republic Only)
CORDS: 2500,1000
MAP: TBA
PICTURE: http://tor.zamimg.com/torhead/uploads/images/2591.jpg

BOSS: The First
LEVEL: 18
LOCATION: Dromund Kaas (Empire Only)
CORDS: 200,1600 (Roaming around in the water)
MAP: http://i39.tinypic.com/ftota8.jpg
PICTURE: http://tor.zamimg.com/torhead/uploads/images/356.jpg

BOSS: Subject Alpha
LEVEL: 21
LOCATION: Taris
CORDS: -400,700 (In the massive green lake somewhere)
MAP: http://i39.tinypic.com/bi6s5l.jpg
PICTURE: http://i18.photobucket.com/albums/b1...2-43-31-17.png

BOSS: Grandfather
LEVEL: 22
LOCATION: Balmorra
CORDS: -1900,1300 (A bit off shore in the very bottom left of the map)
MAP: http://i42.tinypic.com/1zqedc1.jpg
PICTURE: http://tor.zamimg.com/torhead/uploads/images/289.jpg

BOSS: Trapjaw
LEVEL: 30
LOCATION: Tatooine
CORDS: -1700,410 (Click the mysterious skull in the centre of the dead jawa to summon him)
MAP: http://i41.tinypic.com/2eki24y.jpg
PICTURE: http://tor.zamimg.com/torhead/uploads/images/80.jpg

BOSS: Battledroid R4-GL
LEVEL: 32
LOCATION: Narshada
CORDS: 2000,2800 (The map explains how to get there)
MAP: http://i41.tinypic.com/1yr0j5.jpg
PICTURE: http://tor.zamimg.com/torhead/uploads/images/5118.jpg

BOSS: Ulgo Siegebreaker
LEVEL: 35
LOCATION: Alderaan
CORDS: 300,-200 (Wandering up and down the river by the republic base)
MAP: http://i43.tinypic.com/243fg60.jpg
PICTURE: http://tor.zamimg.com/torhead/uploads/images/291.jpg

BOSS: Rogue Cartel Warbot
LEVEL: 38
LOCATION: Quesh
CORDS: 300,200 (Wandering around in a caged off area)
MAP: http://i42.tinypic.com/9gkpx3.jpg
PICTURE: http://i39.tinypic.com/2ee91xc.jpg

BOSS: The Ancient One
LEVEL: 38
LOCATION: Taris
CORDS: -750,-700 (Click on the Mysterious Dead Jedi to summon him)
MAP: http://i39.tinypic.com/j0k1g1.jpg
PICTURE: http://tor.zamimg.com/torhead/uploads/images/4488.jpg

BOSS: Snowblind
LEVEL: 44
LOCATION: Hoth
CORDS: TBA
MAP: TBA
PICTURE: http://tor.zamimg.com/torhead/uploads/images/4144.jpg

BOSS: Gargath
LEVEL: 49
LOCATION: Hoth
CORDS: TBA
MAP: TBA
PICTURE: http://tor.zamimg.com/torhead/uploads/images/3871.jpg

BOSS: The Primal Destroyer
LEVEL: 50
LOCATION: Belsavis
CORDS: TBA
MAP: TBA
PICTURE: http://tor.zamimg.com/torhead/uploads/images/5925.jpg

BrotherTobious

"It's hard, but not as hard as Arma!!!" Tutonic
"Over the centuries, mankind has tried many ways of combating the forces of evil... prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon.." Terry Pratchett

Sindri


voyak

Gargath:
CORDS: -2200, 375 (bonus area, level 47)
Near: Jagged Plains Imperial Garrison

Snowblind:
CORDS: 350, 1050
Near: Thesh Outpost

voyak

Nightmare Pilgrim
Voss, Nightmare Lands

tactics:

Encounter Make-up

Tanks - 3

1. Juggernaut
2. Assassin
3. Powertech

Healers - 4

1. Mercenary
2. Mercenary
3. Sorcerer
4. Operative (yes, they exist)

DPS - 9

1. Marauder
2. Marauder
3. Sniper
4. Sniper
5. Assassin
6. Mercenary
7. Sorcerer
8. Sorcerer
9. Sorcerer

In all honesty it would have been a smoother encounter with an extra healer and one less DPS but we found the enrage timer pretty tight at 6:30.

The encounter took about 3 hours in total to learn and defeat. We thought at first we could 12-man it with full raka gear and were pleasantly surprised to see the encounter is really tuned for 16 organized adaptive players.

Impressions

What is good about this encounter

We found this encounter well designed, not buggy and thoroughly enjoyable. You truly need 16 people all pulling their weight, and deaths resulting in a complete inability to defeat the enrage timer on this boss.

In its current form this boss encounter would be difficult at best to PUG, which is how new content should arrive to players. You need a well-communicating, fully or nearly full rakata and reworked rakata raid group performing at 100% potential.

This encounter did not seem gimmicky outside of the requirement for the 30-comm or crafted "flask" to cancel the bosses 200k+ damaging ability (more on that later).

This encounter was designed in a way that you could swap out any type of healer, dps or tank (within reason) and still be successful as long as the players were performing properly.

Finally, quite possibly the best part of this encounter is, if you are successful, you receive a buff that adds +50 to all main stats for 5 hours (a full raid night for us). So this could be that sweet spot extra buff your guild uses on a boss you're getting to 5% wipe after wipe, just to put you over the top and finally get it down. You can only do the boss once every 5 days, so its pretty rare! This is the type of cool reward Bio needs to be thinking about going forward with new content.


What is not good about this encounter

The most obvious issue that this boss has is, we were able to defeat him from first attempt to downing with 4 non-guild members (not that this is bad) in just 3 hours. To curb the "elitist" claims that some may shout, encounters are meant to be difficult, especially new ones that have never been seen before. I crave encounters that take multiple nights, days, and even weeks to complete by well trained and well organized operation guilds. This boss did not fulfill that need.

Solution - There are two ways to improve this encounter.

1. The boss was not overly complicated, so additional mechanics would be greatly appreciated to increase the difficulty of this encounter. A few possible ways, off the top of my head, would include dual debuffs to damaging the boss. Currently there is one that requires you not to dps the beast, only the caster, but the alternative does not exist, other than it being inherent.

2. Increase the damage that aoe's and abilities are doing to non-tanks. As a healer, I found the tank damage to be pretty crushing on the encounter, and a tank not paying attention to his or her debuffs would definitely result in a death. I think the tuning there is perfect. However, DPS and healing damage isn't really all that threatening on this fight, and it should be. AOE reticles did really minor amounts of damage to healers and DPS for standing in them. They should consider doubling the damage they do for standing in them for more than the time it takes to move out. The shields are set up well to kill off the DPS who are pew pew'ing too hard, so I wouldn't change that

The Item Required To Fight This Boss

I stated that I would get back to this item later, so here it is.

There has been a lot of pushback on this item being required for the encounter, mostly because of misinformation that it is required for the last boss in the new operation, which dev's have already pointed out to be untrue. But it is required for this fight.

For those who do not know, the item costs 30 daily commendations (more than 1 day of grinding) or 10 comms for a pattern that makes it craftable (but requires a new mat that is very rare and only found on two planets, and only for 2 professions).

This item gives you a buff to mitigate "mental attacks", which without you would be one shot.

Here are my reasons why this item is a brilliant idea by Bio, and is forward thinking for this type of encounter:

1. It discourages complete pugging of the boss, makes 16man raiding important, and makes world bosses relevant - Most people aren't going to spend the time to farm up the item, just to blow it on a potentially horrible PUG that wont get the boss down. This results in guilds focusing on getting 16 good players together to complete this encounter.

2. This discourages griefing. If you don't have the item, you're not going to pull this boss into the world, because it will one shot you. You aren't going to pull the boss on a guild trying the boss because it will one shot you. You won't even get in the way of this boss while an attempt is going on, because the boss will kill you and the other guild will laugh at you.

Krakenz

any plans laid out for a encounter of this sort?